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Dungeon World and Social Conflict
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<blockquote data-quote="EpicureanDM" data-source="post: 7932005" data-attributes="member: 6996003"><p>I read your examples as adding specificity to the "what you want" part of my italicized statement. For example:</p><ul> <li data-xf-list-type="ul">"I'm engaging in a social conflict because I can't use physical force to [create an actual, reciprocal relationship or long-term alliance.]"</li> <li data-xf-list-type="ul">"I'm engaging in a social conflict because I can't use physical force to [avoid complicating my life by creating first- or second-order enemies.]"</li> <li data-xf-list-type="ul">"I'm engaging in a social conflict because I can't use physical force to get what I want [without complications to my life by assuming the risk of immediate cost.]"</li> </ul><p>My construction sets up a fairly strict separation between physical and social conflicts, which is obviously my preference. I'm more sympathetic to <em>Burning Wheel's </em>stance on this: if your social conflict fails, you can escalate to a physical conflict (using those separate rules for physical conflicts), but you don't mix the two. It might not be where you're interested in going. I haven't thought too rigorously about whether it's the right fit for DW's design goals.</p><p></p><p>I'd include some sort of trigger that automatically changes or reframes the nature of the relationship if you Threaten someone, whether it's successful or not. Maybe you can't use Sway or Consort on someone once a Threat's been made? You've got to rely on Argue or Threaten from then on? </p><p></p><p>I like your shift towards resentment and the Soft Move -> Hard Move response. I just harbor lingering suspicion of using Strength-based moves and threats in social conflicts. It feels like a sacred cow smuggled in from D&D, maybe, or like it's an "escape valve" to be used when the "social" part of social conflict resolution becomes to tricky in play. </p><p></p><p>I am keen to see where this ends up, though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="EpicureanDM, post: 7932005, member: 6996003"] I read your examples as adding specificity to the "what you want" part of my italicized statement. For example: [LIST] [*]"I'm engaging in a social conflict because I can't use physical force to [create an actual, reciprocal relationship or long-term alliance.]" [*]"I'm engaging in a social conflict because I can't use physical force to [avoid complicating my life by creating first- or second-order enemies.]" [*]"I'm engaging in a social conflict because I can't use physical force to get what I want [without complications to my life by assuming the risk of immediate cost.]" [/LIST] My construction sets up a fairly strict separation between physical and social conflicts, which is obviously my preference. I'm more sympathetic to [I]Burning Wheel's [/I]stance on this: if your social conflict fails, you can escalate to a physical conflict (using those separate rules for physical conflicts), but you don't mix the two. It might not be where you're interested in going. I haven't thought too rigorously about whether it's the right fit for DW's design goals. I'd include some sort of trigger that automatically changes or reframes the nature of the relationship if you Threaten someone, whether it's successful or not. Maybe you can't use Sway or Consort on someone once a Threat's been made? You've got to rely on Argue or Threaten from then on? I like your shift towards resentment and the Soft Move -> Hard Move response. I just harbor lingering suspicion of using Strength-based moves and threats in social conflicts. It feels like a sacred cow smuggled in from D&D, maybe, or like it's an "escape valve" to be used when the "social" part of social conflict resolution becomes to tricky in play. I am keen to see where this ends up, though. ;) [/QUOTE]
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